_xiaofang/xiaofang/Assets/yhj/scripts/BezierPipe.cs

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2024-12-17 10:58:51 +08:00
using UnityEngine;
using System.Collections.Generic;
public struct BezierLineSegment
{
public Vector3 fromPoint;
public Vector3 toPoint;
public Vector3 controlPoint;
public Quaternion fromDir;
public Quaternion toDir;
public void CalculateDir()
{
fromDir = Quaternion.FromToRotation(Vector3.forward, controlPoint - fromPoint);
toDir = Quaternion.FromToRotation(Vector3.forward, toPoint - controlPoint);
}
public bool IsStraight()
{
return fromDir == toDir;
}
}
[ExecuteInEditMode]
public class BezierPipe : MonoBehaviour
{
public float cornerScale = 1f;
[Range(1, 100)]
public int cornerStep = 10;
[Range(2, 100)]
public int circleStep = 10;
public float r = 0.1f;
public Transform point1;
public Vector3 point1Dir = Vector3.up;
public Transform point2;
public Vector3 point2Dir = Vector3.up;
public bool update = false;
public Mesh mesh;
List<Vector3> verts = new List<Vector3>();
List<int> triangles = new List<int>();
private MeshCollider mc;
// Use this for initialization
void Start()
{
mesh = new Mesh();
mesh.name = "Pipe";
MeshFilter mf = GetComponent<MeshFilter>();
if (mf != null)
{
mf.sharedMesh = mesh;
}
mc = GetComponent<MeshCollider>();
if (mc != null)
{
mc.sharedMesh = mesh;
}
BuildMesh();
}
// Update is called once per frame
void Update()
{
if (update)
{
BuildMesh();
}
}
void GetCirclePoint(Vector3 pos, Quaternion dir, bool draw)
{
for (int a = 0; a <= circleStep; a++)
{
float p = 2 * Mathf.PI * a / circleStep;
Vector3 cp = new Vector3(r * Mathf.Cos(p), r * Mathf.Sin(p), 0);
cp = dir * cp + pos;
//if(draw)
// Gizmos.DrawSphere(cp, 0.0005f);
cp = transform.worldToLocalMatrix.MultiplyPoint(cp);
//cp += transform.position;
verts.Add(cp);
}
}
void SetTriangles()
{
triangles.Clear();
for (int i = 0; i < verts.Count - circleStep - 2; i++)
{
triangles.Add(i);
triangles.Add(i + 1);
triangles.Add(i + circleStep + 1);
triangles.Add(i + circleStep + 1);
triangles.Add(i + 1);
triangles.Add(i + circleStep + 2);
}
mesh.triangles = triangles.ToArray();
}
public void BuildMesh()
{
if (point1 != null && point2 != null)
{
verts.Clear();
float scale = cornerScale;
float length = (point1.position - point2.position).magnitude / 4;
if (scale > length)
{
scale = length;
}
BezierLineSegment[] segments = new BezierLineSegment[3];
segments[0].fromPoint = point1.position;
point1Dir.Normalize();
segments[0].controlPoint = point1.position + point1.rotation * point1Dir * scale;
segments[2].toPoint = point2.position;
point2Dir.Normalize();
segments[2].controlPoint = point2.position + point2.rotation * point2Dir * scale;
segments[1].controlPoint = (segments[0].controlPoint + segments[2].controlPoint) / 2;
segments[0].toPoint = segments[1].fromPoint = segments[0].controlPoint + (segments[1].controlPoint - segments[0].controlPoint).normalized * scale;
segments[1].toPoint = segments[2].fromPoint = segments[2].controlPoint + (segments[1].controlPoint - segments[2].controlPoint).normalized * scale;
transform.position = segments[1].controlPoint;
segments[1].CalculateDir();
transform.rotation = segments[1].fromDir;
// Debug.Log (transform.eulerAngles);
foreach (var segment in segments)
{
segment.CalculateDir();
if (segment.IsStraight())
{
GetCirclePoint(segment.fromPoint, segment.fromDir, true);
GetCirclePoint(segment.controlPoint, segment.fromDir, false);
GetCirclePoint(segment.toPoint, segment.toDir, true);
//Gizmos.DrawLine(segment.fromPoint, segment.controlPoint);
//Gizmos.DrawLine(segment.controlPoint, segment.toPoint);
}
else
{
GetCirclePoint(segment.fromPoint, segment.fromDir, true);
Vector3 p1 = segment.fromPoint;
for (int s = 1; s < cornerStep; s++)
{
float t = (float)s / cornerStep;
Vector3 p2 = GetBezierPoint(t,segment.fromPoint, segment.controlPoint, segment.toPoint);
//Quaternion dir = Quaternion.FromToRotation(Vector3.forward, p2 - p1);
Quaternion dir = Quaternion.Lerp(segment.fromDir, segment.toDir, t);
GetCirclePoint(p2, dir, false);
//Gizmos.DrawLine(p1, p2);
p1 = p2;
}
GetCirclePoint(segment.toPoint, segment.toDir, true);
//Gizmos.DrawLine(p1,segment.toPoint);
}
}
mesh.Clear();
mesh.vertices = verts.ToArray();
SetTriangles();
mesh.RecalculateNormals();
if (mc != null)
{
mc.sharedMesh = mesh;
}
}
}
Vector3 GetBezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2)
{
float u = 1f - t;
float tt = t * t;
float uu = u * u;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>α<EFBFBD><CEB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߹<EFBFBD>ʽ
Vector3 p = uu * p0; // (1 - t)^2 * P0
p += 2 * u * t * p1; // 2 * (1 - t) * t * P1
p += tt * p2; // t^2 * P2
return p;
}
}